cenotaph/src/enemies.h
2026-02-14 21:29:18 -05:00

71 lines
No EOL
2.1 KiB
C

void spawnEnemy(u8 type){
(void)type; // Unused parameter, kept for API compatibility
s16 i = -1;
for(s16 j = 0; j < ENEMY_COUNT; j++) if(!enemies[j].active && i == -1) i = j;
if(i > -1){
enemies[i].active = TRUE;
enemies[i].type = type;
enemies[i].pos.x = FIX32(64);
enemies[i].pos.y = FIX32(64);
enemies[i].off = 16;
enemies[i].image = SPR_addSprite(&butterflySprite,
getScreenX(enemies[i].pos.x, player.camera) - enemies[i].off, fix32ToInt(enemies[i].pos.y) - enemies[i].off, TILE_ATTR(gameOver ? PAL1 : PAL0, 0, 0, 0));
enemies[i].angle = 128;
enemies[i].speed = FIX32(1);
enemies[i].vel.x = fix32Mul(fix16ToFix32(cosFix16(enemies[i].angle)), enemies[i].speed);
enemies[i].vel.y = fix32Mul(fix16ToFix32(sinFix16(enemies[i].angle)), enemies[i].speed);
}
}
static void boundsEnemy(u8 i){
if(enemies[i].pos.y >= GAME_H_F - FIX32(enemies[i].off) || enemies[i].pos.y <= FIX32(enemies[i].off))
enemies[i].vel.y *= -1;
if(enemies[i].pos.x >= GAME_WRAP){
enemies[i].pos.x -= GAME_WRAP;
}
if(enemies[i].pos.x < 0){
enemies[i].pos.x += GAME_WRAP;
}
}
static void updateEnemy(u8 i){
boundsEnemy(i);
enemies[i].pos.x += enemies[i].vel.x;
enemies[i].pos.y += enemies[i].vel.y;
s16 sx = getScreenX(enemies[i].pos.x, player.camera);
s16 sy = fix32ToInt(enemies[i].pos.y);
fix32 dx = getWrappedDelta(enemies[i].pos.x, player.pos.x);
bool onScreen = (dx >= FIX32(-256) && dx <= FIX32(256));
SPR_setVisibility(enemies[i].image, onScreen ? VISIBLE : HIDDEN);
SPR_setPosition(enemies[i].image, sx - enemies[i].off, sy - enemies[i].off);
if(enemies[i].clock % 45 == 0){
struct bulletSpawner spawner = {
.x = enemies[i].pos.x,
.y = enemies[i].pos.y,
.anim = 7,
// .frame = 1,
.speed = FIX32(2),
.angle = random() % 128,
};
for(u8 j = 0; j < 8; j++){
spawnBullet(spawner, EMPTY);
spawner.angle += 128;
}
}
enemies[i].clock++;
if(enemies[i].clock >= CLOCK_LIMIT) enemies[i].clock = 0;
enemyCount++;
}
void updateEnemies(){
enemyCount = 0;
for(s16 i = 0; i < ENEMY_COUNT; i++) if(enemies[i].active)
updateEnemy(i);
intToStr(enemyCount, debugStr, 1);
}